Overgrow: When it has 1/3rd or less max HP, Grass-type moves have 1.5x power.
Iron Fist: Punch-based moves have 1.2× power.
Klutz: Can't use held items nor the move Fling.
Hidden
Chlorophyll: 2x SPEED in sunny weather.
No Guard: Moves used by or against this Pokémon never miss.
x2
x2
x1
x1
x1/2
x1/2
x1/4
-
x1/4
x0
x0
#1
Bulbasaur
+
Unknown Artist
Lv.16
#2
Ivysaur
+
Unknown Artist
Lv.32
#3
Venusaur
+
Unknown Artist
#416
Golett
9
Unknown Artist
Lv.43
#369
Golurk
+
Unknown Artist
Classic Mode
Pallet Town (starter)(gift), Cerulean City (trade), Viridian River (static)
Evolve Bulbasaur (Lv16)
Evolve Ivysaur (Lv32)
Safari Zone Temple (static), Ruins of Alph (Pokéradar), Safari Zone Temple
Evolve Golett (Lv43)
Remix Mode
Pallet Town (starter)(gift), Cerulean City (trade), Viridian River (static), Route 5
Evolve Bulbasaur (Lv16)
Evolve Ivysaur (Lv32)
Safari Zone Temple (static), Ruins of Alph (Pokéradar), Route 13, Offshore Road, Rock Tunnel, Safari Zone A5, Safari Zone Temple
Cerulean Cave, Victory Road, Evolve Golett (Lv43)
LevelLv.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Pre Evo
Seed Bomb
80
100
-
15
Inflicts regular damage.
EvolveEvo
Heavy Slam
1
100
-
10
Power maxes out at 120, depending on how much heavier the user is than the target.
1
Astonish
30
100
30
15
Can flinch the target.
1
Defense Curl
-
-
-
40
Raises user's DEF one stage. Ice Ball and Rollout's power are doubled.
1
Growl
-
100
-
40
Lowers the target's ATK one stage.
1
Heavy Slam
1
100
-
10
Power maxes out at 120, depending on how much heavier the user is than the target.
1
High Horsepower
95
95
-
10
Inflicts regular damage.
1
Leech Seed
-
90
-
10
Drains 1/8th max HP from a non-Grass target each turn to heal the user.
1
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
1
Pound
40
100
-
35
Inflicts regular damage.
1
Tackle
40
100
-
35
Inflicts regular damage.
3
Growl
-
100
-
40
Lowers the target's ATK one stage.
5
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
7
Leech Seed
-
90
-
10
Drains 1/8th max HP from a non-Grass target each turn to heal the user.
9
Rollout
30
90
-
20
User is forced to use this move for five turns, doubling in power each time up to 16x.
9
Vine Whip
45
100
-
25
Inflicts regular damage.
13
Poison Powder
-
75
-
35
Poisons the target.
13
Shadow Punch
60
-
-
20
Doesn't miss.
13
Sleep Powder
-
75
-
15
Puts the target to sleep.
15
Take Down
90
85
-
20
User takes 1/4th the damage it inflicts in recoil.
17
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
20
Razor Leaf
55
95
-
25
User's critical hit rate is one level higher when using this move.
21
Stomping Tantrum
75
100
-
10
Power is doubled if the user's last move failed for any reason.
23
Sweet Scent
-
100
-
20
Lowers the target's evasion one stage.
25
Mega Punch
80
85
-
20
Inflicts regular damage.
28
Growth
-
-
-
20
Raises the user's ATK and SP.ATK one stage each, or two stages in sunny weather.
30
Magnitude
1
100
-
30
Power is selected at random between 10 and 150.
31
Double-Edge
120
100
-
15
User loses 1/3rd the damage it inflicts in recoil.
35
Dynamic Punch
100
50
100
5
Confuses the target.
36
Worry Seed
-
100
-
10
Changes the target's ability to Insomnia. Fails if the target's ability is Truant or Multitype.
39
Synthesis
-
-
-
5
Heals the user 1/2 its max HP. During sunshine 2/3 its max HP, but in other weather 1/4 its max HP.
40
Night Shade
1
100
-
15
Inflicts typed damage equal to the user's level.
44
Solar Beam
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
47
Curse
-
-
-
10
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
54
Earthquake
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
61
Hammer Arm
100
90
-
10
Lowers the user's SPEED one stage.
69
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
76
Phantom Force
90
100
-
10
Vanish for one turn and hits on the second turn. Ignore protect-like moves.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
TM06
Toxic
-
90
-
10
Badly poisons the target. Never misses when used by a Poison-type Pokémon.
TM09
Venoshock
65
100
-
10
If the target is poisoned, this move has double power.
TM10
Hidden Power
60
100
-
15
Power and type are determined by the user's IVs.
TM11
Sunny Day
-
-
-
5
For five turns the weather is sunny. All Fire-type moves deal 1.5x damage and Water-type moves deal 0.5x damage.
TM13
Ice Beam
90
100
10
10
Can freeze the target.
TM15
Hyper Beam
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM16
Light Screen
-
-
-
30
For five turns, special attacks deal 1/2 damage to friendly Pokémon, or 1/3 in double battles.
TM17
Protect
-
-
-
10
No moves will hit the user this turn. This has a 50% chance to fail the following turn. Has +4 move priority.
TM18
Rain Dance
-
-
-
5
For five turns the weather is rain. All Water-type moves deal 1.5x damage and Fire-type moves deal 0.5x damage.
TM19
Telekinesis
-
-
-
15
For three turns, all non-KO moves hit the target.
TM20
Safeguard
-
-
-
25
For five turns, protects friendly Pokémon from major status effects and confusion.
TM21
Frustration
1
100
-
20
Power increases with unhappiness up to 102.
TM22
Solar Beam
120
100
-
10
User charges for one turn before attacking. During sunny day, the charging turn is skipped.
TM24
Thunderbolt
90
100
10
15
Can paralyze the target.
TM26
Earthquake
100
100
-
10
If the target is in the first turn of Dig, this move will hit with double power.
TM27
Return
1
100
-
20
Power increases with happiness, up to a maximum of 102.
TM29
Psychic
90
100
10
10
Can lower the target's SP.DEF one stage.
TM30
Shadow Ball
80
100
20
15
Can lower the target's SP.DEF one stage.
TM31
Brick Break
75
100
-
15
Destroys any Light Screen or Reflect on the target's side of the field.
TM32
Double Team
-
-
-
15
Raises the user's evasion one stage.
TM36
Sludge Bomb
90
100
30
10
Can poison the target.
TM39
Rock Tomb
60
95
100
15
Lowers the target's SPEED one stage.
TM42
Facade
70
100
-
20
If the user is burned, paralyzed, or poisoned, this move has double power.
TM44
Rest
-
-
-
10
The user falls asleep and regains all of its HP.
TM45
Attract
-
100
-
15
The target falls in love with the user, giving it a 50% chance to do nothing each turn. Fails if the user and target are the same gender, or either is genderless.
TM46
Thief
60
100
-
25
When not holding an item, steal the item of the target. Permanently if the target is a wild Pokémon.
TM47
Low Sweep
65
100
100
20
Lowers the target's SPEED one stage.
TM48
Round
60
100
-
15
If Round has already been used this turn, this move's power is doubled.
TM49
Echoed Voice
40
100
-
15
Power increases by 40 each consecutive turn used by a friendly Pokémon, to a max of 200.
TM51
Ally Switch
-
-
-
15
User switches position on the field with a friendly Pokémon. Has +2 move priority.
TM52
Focus Blast
120
70
10
5
Can lower the target's SP.DEF one stage.
TM53
Energy Ball
90
100
10
10
Can lower the target's SP.DEF one stage.
TM56
Fling
1
100
-
10
Consumes user's held item. Power and type are determined by the item.
TM57
Charge Beam
50
90
70
10
Can raise the user's SP.ATK one stage.
TM68
Giga Impact
150
90
-
5
The user can't attack or switch out the turn after this is used.
TM69
Rock Polish
-
-
-
20
Raises the user's SPEED two stages.
TM71
Stone Edge
100
80
-
5
User's critical hit rate is one level higher when using this move.
TM74
Gyro Ball
1
100
-
5
Hits harder the slower the user is to the target, to a maximum power of 150.
TM75
Swords Dance
-
-
-
10
Raises the user's ATK two stages.
TM78
Bulldoze
60
100
100
20
Lowers the target's SPEED one stage.
TM83
Work Up
-
-
-
30
Raises the user's ATK and SP.ATK one stage.
TM86
Grass Knot
1
100
-
20
Power increases with the target's weight to a maximum of 120.
TM87
Swagger
-
85
-
15
Raises the target's ATK two stages and then confuses it.
TM88
Sleep Talk
-
-
-
10
Randomly use one of the user's other three moves. Fails if awake.
TM90
Substitute
-
-
-
10
The user transfers 1/4 max HP into a doll that will take hits instead.
TM91
Flash Cannon
80
100
10
10
Can lower the target's SP.DEF one stage.
TM112
Focus Punch
150
100
-
20
If the user takes damage this turn before hitting, this move will fail. Has -3 move priority.
TM115
Power-Up Punch
40
100
100
20
Raises the user's ATK one stage.
TM116
Shock Wave
60
-
-
20
Doesn't miss.
TM119
Stomping Tantrum
75
100
-
10
Power is doubled if the user's last move failed for any reason.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
HM01
Cut
50
95
-
30
Inflicts regular damage.
HM02
Fly
90
95
-
15
User flies high into the air for one turn, then hits on the second turn.
HM04
Strength
80
100
-
15
Inflicts regular damage.
HM07
Teleport
-
-
-
20
Does nothing. Wild battles end immediately. Has -6 move priority.
HM08
Flash
-
100
-
20
Lowers the target's accuracy one stage.
TM94
Rock Smash
40
100
50
15
Can lower the target's DEF one stage.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Fighter
Drain Punch
75
100
-
10
Drains half the damage inflicted to heal the user.
Ranger
Earth Power
90
100
10
10
Can lower the target's SP.DEF one stage.
Karate
Fire Punch
75
100
10
15
Can burn the target.
Bug Catcher Girl
Fury Cutter
40
95
-
20
Power doubles after every time this move is used up to 160.
Gentleman
Grass Pledge
50
100
-
10
When used after Fire Pledge or Water Pledge this turn, has 150 power. With Fire Pledge, a non-Fire type target loses 1/8th its max HP each turn. With Water Pledge, reduces their SPEED by 75%. Both last 4 turns.
Man
Gravity
-
-
-
5
For five turns, all immunities to ground moves are disabled and evasion is lowered two stages.
Karate
Ice Punch
75
100
10
15
Can freeze the target.
Old woman
Iron Defense
-
-
-
15
Raises the user's DEF two stages.
Male Scientist
Mud-Slap
20
100
100
10
Lowers the target's accuracy one stage.
Man
Signal Beam
75
100
10
15
Can confuse the target.
NPC
Stealth Rock
-
-
-
20
Hurts opposing Pokémon that enter the field for 1/8th max HP. Affected by type effectiveness.
Fighter
Superpower
120
100
-
5
Inflicts regular damage, then lowers the user's ATK and DEF one stage each.
Elite Trainer
Synthesis
-
-
-
5
Heals the user 1/2 its max HP. During sunshine 2/3 its max HP, but in other weather 1/4 its max HP.
Karate
Thunder Punch
75
100
10
15
Can paralyze the target.
Accordion player
Zen Headbutt
80
90
20
15
Can make the target flinch.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Expert Tutor
Aromatic Mist
-
-
-
20
Raises a selected ally's SP.DEF one stage.
Expert Tutor
Darkest Lariat
85
100
-
10
Damage calculation ignores the target's stat modifiers, including evasion.
Expert Tutor
Heat Crash
1
100
-
10
Power maxes out at 120, depending on how much heavier the user is than the target.
Expert Tutor
Trick-or-Treat
-
100
-
20
Adds Ghost to the target's types. Dual-type Pokémon have Ghost as their third type.
TutorTut.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Legendary Tutor
Hold Hands
-
-
-
40
Does nothing.
Name
SourceSrc.
Type
CategoryCat.
PowerPow.
AccuracyAcc.
Effect%%
PP
SourceSrc.
Amnesia
-
-
-
20
Raises the user's SP.DEF two stages.
Charm
-
100
-
20
Lowers the target's ATK two stages.
Curse
-
-
-
10
Lowers the user's SPEED one stage and raises its ATK and DEF one stage. If the user is a Ghost-type, instead the user pays 1/2 max HP so the target loses 1/4 max HP each turn.
Endure
-
-
-
10
The user's HP cannot be lowered below 1. Has 50% chance to fail the next turn. Has +4 move priority.
Giga Drain
75
100
-
10
Half the damage dealt is restored to the user's HP.
Grass Whistle
-
55
-
15
Puts the target to sleep.
Ingrain
-
-
-
20
Prevents the user from switching out and restores 1/16th max HP each turn.
Leaf Storm
130
90
-
5
Lowers the user's SP.ATK two stages after attacking.
Magical Leaf
60
-
-
20
Doesn't miss.
Nature Power
-
-
-
20
Uses another move chosen according to the terrain.
Petal Dance
120
100
-
10
User is forced to attack with this move for 2–3 turns, leaving the user confused.
Power Whip
120
85
-
10
Inflicts regular damage.
Skull Bash
130
100
-
10
User then charges for one turn before attacking. Raises the user's DEF one stage.